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		<title>BMatrix</title>
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		<div class="class" name="BMatrixX">
			<h1>BMatrixX</h1>
			<p id="resume"><a href="#desc">详细</a></p>
			<h2>public</h2>
			<table id="public">
				<tr><td align="right">inline </td><td><a href="#BMatrixX()">BMatrixX</a>();</td></tr>
				<tr><td align="right">inline </td><td><a href="#BMatrixX(const BVectorX<T>&)">BMatrixX</a>(const BVectorX<T>& position);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BMatrixX(const BQuaterX<T>&)">BMatrixX</a>(const BQuaterX<T>& quater);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BMatrixX(const BQuaterX<T>&, const BVectorX<T>&)">BMatrixX</a>(const BQuaterX<T>& quater, const BVectorX<T>& position);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BMatrixX(const UT*)">BMatrixX</a>(const UT* values);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BMatrixX(const T*)">BMatrixX</a>(const T* values);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BMatrixX(const BMatrixX<UT>&)">BMatrixX</a>(const BMatrixX<UT>& other);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BMatrixX(const BMatrixX&)">BMatrixX</a>(const BMatrixX& other);</td></tr>
				<tr><td align="right">inline </td><td><a href="#~BMatrixX()">~BMatrixX</a>();</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#valid() const">valid</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#reset()">reset</a>();</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setPosition(T, T, T)">setPosition</a>(T x, T y, T z);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setPosition(const BVectorX<T>&)">setPosition</a>(const BVectorX<T>& position);</td></tr>
				<tr><td align="right">inline BVectorX<T> </td><td><a href="#position() const">position</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setRotate(T, T, T, T)">setRotate</a>(T x, T y, T z, T w);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setRotate(const BQuaterX<T>&)">setRotate</a>(const BQuaterX<T>& quater);</td></tr>
				<tr><td align="right">inline BQuaterX<T> </td><td><a href="#rotate() const">rotate</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setScale(T, T, T)">setScale</a>(T x, T y, T z);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setScale(const BVectorX<T>&)">setScale</a>(const BVectorX<T>& scale);</td></tr>
				<tr><td align="right">inline BVectorX<T> </td><td><a href="#scale() const">scale</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setEuler(T, T, T)">setEuler</a>(T ex, T ey, T ez);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setEuler(const BVectorX<T>&)">setEuler</a>(const BVectorX<T>& euler);</td></tr>
				<tr><td align="right">inline BVectorX<T> </td><td><a href="#euler() const">euler</a>() const;</td></tr>
				<tr><td align="right">inline BMatrixX </td><td><a href="#inverse() const">inverse</a>() const;</td></tr>
				<tr><td align="right">inline BMatrixX </td><td><a href="#reverse() const">reverse</a>() const;</td></tr>
				<tr><td align="right">inline BMatrixX </td><td><a href="#absolute() const">absolute</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#lookAt(const BVectorX<T>&, const BVectorX<T>&, const BVectorX<T>&)">lookAt</a>(const BVectorX<T>& eye, const BVectorX<T>& center, const BVectorX<T>& up);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setData(int, const UT*)">setData</a>(int row, const UT* values);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setData(int, const T*)">setData</a>(int row, const T* values);</td></tr>
				<tr><td align="right">inline const T* </td><td><a href="#data(int) const">data</a>(int row) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setData(const UT*)">setData</a>(const UT* values);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setData(const T*)">setData</a>(const T* values);</td></tr>
				<tr><td align="right">inline const T* </td><td><a href="#data() const">data</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setColumn(int, T, T, T)">setColumn</a>(int i, T x, T y, T z);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setColumn(int, const BVector&)">setColumn</a>(int i, const BVector& vec);</td></tr>
				<tr><td align="right">inline BVectorX<T> </td><td><a href="#column(int) const">column</a>(int i) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setRow(int, T, T, T)">setRow</a>(int i, T x, T y, T z);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setRow(int, const BVectorX<T>&)">setRow</a>(int i, const BVectorX<T>& vec);</td></tr>
				<tr><td align="right">inline BVectorX<T> </td><td><a href="#row(int) const">row</a>(int i) const;</td></tr>
				<tr><td align="right">inline BVectorX<T> </td><td><a href="#mult3(T, T, T) const">mult3</a>(T vx, T vy, T vz) const;</td></tr>
				<tr><td align="right">inline BVectorX<T> </td><td><a href="#mult3(const BVectorX<T>&) const">mult3</a>(const BVectorX<T>& v) const;</td></tr>
				<tr><td align="right">inline const T* </td><td><a href="#operator[](int) const">operator[]</a>(int row) const;</td></tr>
				<tr><td align="right">inline T* </td><td><a href="#operator[](int)">operator[]</a>(int row);</td></tr>
				<tr><td align="right">inline const BMatrixX& </td><td><a href="#operator = (const BVectorX<T>&)">operator = </a>(const BVectorX<T>& position);</td></tr>
				<tr><td align="right">inline const BMatrixX& </td><td><a href="#operator = (const BQuaterX<T>&)">operator = </a>(const BQuaterX<T>& quater);</td></tr>
				<tr><td align="right">inline const BMatrixX& </td><td><a href="#operator = (const BMatrixX<UT>&)">operator = </a>(const BMatrixX<UT>& other);</td></tr>
				<tr><td align="right">inline const BMatrixX& </td><td><a href="#operator = (const BMatrixX&)">operator = </a>(const BMatrixX& other);</td></tr>
				<tr><td align="right">inline const bool </td><td><a href="#operator == (const BMatrixX&) const">operator == </a>(const BMatrixX& other) const;</td></tr>
				<tr><td align="right">inline const bool </td><td><a href="#operator != (const BMatrixX&) const">operator != </a>(const BMatrixX& other) const;</td></tr>
				<tr><td align="right">inline BVectorX<T> </td><td><a href="#operator * (const BVectorX<T>&) const">operator * </a>(const BVectorX<T>& v) const;</td></tr>
				<tr><td align="right">inline BMatrixX </td><td><a href="#operator * (const BMatrixX&) const">operator * </a>(const BMatrixX& other) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#operator *= (const BMatrixX&)">operator *= </a>(const BMatrixX& other);</td></tr>
				<tr><td align="right">inline BMatrixX </td><td><a href="#operator * (T) const">operator * </a>(T k) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#operator *= (T)">operator *= </a>(T k);</td></tr>
				<tr><td align="right">inline BMatrixX </td><td><a href="#operator + (const BMatrixX&) const">operator + </a>(const BMatrixX& m2) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#operator += (const BMatrixX&)">operator += </a>(const BMatrixX& m);</td></tr>
				<tr><td align="right">inline BMatrixX </td><td><a href="#operator - (const BMatrixX&) const">operator - </a>(const BMatrixX& m2) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#operator -= (const BMatrixX&)">operator -= </a>(const BMatrixX& m);</td></tr>
			</table>
			<div id="desc">
				<h2>详细介绍：</h2>
			</div>
			<h2 id="docs">成员文档：</h2>
			<div id="BMatrixX()">
				<h3>inline BMatrixX();</h3>
			</div>
			<div id="BMatrixX(const BVectorX<T>&)">
				<h3>inline BMatrixX(const BVectorX&lt;T&gt;&amp; position);</h3>
			</div>
			<div id="BMatrixX(const BQuaterX<T>&)">
				<h3>inline BMatrixX(const BQuaterX&lt;T&gt;&amp; quater);</h3>
			</div>
			<div id="BMatrixX(const BQuaterX<T>&, const BVectorX<T>&)">
				<h3>inline BMatrixX(const BQuaterX&lt;T&gt;&amp; quater, const BVectorX&lt;T&gt;&amp; position);</h3>
			</div>
			<div id="BMatrixX(const UT*)">
				<h3>inline BMatrixX(const UT* values);</h3>
			</div>
			<div id="BMatrixX(const T*)">
				<h3>inline BMatrixX(const T* values);</h3>
			</div>
			<div id="BMatrixX(const BMatrixX<UT>&)">
				<h3>inline BMatrixX(const BMatrixX&lt;UT&gt;&amp; other);</h3>
			</div>
			<div id="BMatrixX(const BMatrixX&)">
				<h3>inline BMatrixX(const BMatrixX&amp; other);</h3>
			</div>
			<div id="~BMatrixX()">
				<h3>inline ~BMatrixX();</h3>
			</div>
			<div id="valid() const">
				<h3>inline bool valid() const;</h3>
			</div>
			<div id="reset()">
				<h3>inline void reset();</h3>
			</div>
			<div id="setPosition(T, T, T)">
				<h3>inline void setPosition(T x, T y, T z);</h3>
			</div>
			<div id="setPosition(const BVectorX<T>&)">
				<h3>inline void setPosition(const BVectorX&lt;T&gt;&amp; position);</h3>
			</div>
			<div id="position() const">
				<h3>inline BVectorX&lt;T&gt; position() const;</h3>
			</div>
			<div id="setRotate(T, T, T, T)">
				<h3>inline void setRotate(T x, T y, T z, T w);</h3>
			</div>
			<div id="setRotate(const BQuaterX<T>&)">
				<h3>inline void setRotate(const BQuaterX&lt;T&gt;&amp; quater);</h3>
			</div>
			<div id="rotate() const">
				<h3>inline BQuaterX&lt;T&gt; rotate() const;</h3>
			</div>
			<div id="setScale(T, T, T)">
				<h3>inline void setScale(T x, T y, T z);</h3>
			</div>
			<div id="setScale(const BVectorX<T>&)">
				<h3>inline void setScale(const BVectorX&lt;T&gt;&amp; scale);</h3>
			</div>
			<div id="scale() const">
				<h3>inline BVectorX&lt;T&gt; scale() const;</h3>
			</div>
			<div id="setEuler(T, T, T)">
				<h3>inline void setEuler(T ex, T ey, T ez);</h3>
			</div>
			<div id="setEuler(const BVectorX<T>&)">
				<h3>inline void setEuler(const BVectorX&lt;T&gt;&amp; euler);</h3>
			</div>
			<div id="euler() const">
				<h3>inline BVectorX&lt;T&gt; euler() const;</h3>
			</div>
			<div id="inverse() const">
				<h3>inline BMatrixX inverse() const;</h3>
			</div>
			<div id="reverse() const">
				<h3>inline BMatrixX reverse() const;</h3>
			</div>
			<div id="absolute() const">
				<h3>inline BMatrixX absolute() const;</h3>
			</div>
			<div id="lookAt(const BVectorX<T>&, const BVectorX<T>&, const BVectorX<T>&)">
				<h3>inline void lookAt(const BVectorX&lt;T&gt;&amp; eye, const BVectorX&lt;T&gt;&amp; center, const BVectorX&lt;T&gt;&amp; up);</h3>
			</div>
			<div id="setData(int, const UT*)">
				<h3>inline void setData(int row, const UT* values);</h3>
			</div>
			<div id="setData(int, const T*)">
				<h3>inline void setData(int row, const T* values);</h3>
			</div>
			<div id="data(int) const">
				<h3>inline const T* data(int row) const;</h3>
			</div>
			<div id="setData(const UT*)">
				<h3>inline void setData(const UT* values);</h3>
			</div>
			<div id="setData(const T*)">
				<h3>inline void setData(const T* values);</h3>
			</div>
			<div id="data() const">
				<h3>inline const T* data() const;</h3>
			</div>
			<div id="setColumn(int, T, T, T)">
				<h3>inline void setColumn(int i, T x, T y, T z);</h3>
			</div>
			<div id="setColumn(int, const BVector&)">
				<h3>inline void setColumn(int i, const BVector&amp; vec);</h3>
			</div>
			<div id="column(int) const">
				<h3>inline BVectorX&lt;T&gt; column(int i) const;</h3>
			</div>
			<div id="setRow(int, T, T, T)">
				<h3>inline void setRow(int i, T x, T y, T z);</h3>
			</div>
			<div id="setRow(int, const BVectorX<T>&)">
				<h3>inline void setRow(int i, const BVectorX&lt;T&gt;&amp; vec);</h3>
			</div>
			<div id="row(int) const">
				<h3>inline BVectorX&lt;T&gt; row(int i) const;</h3>
			</div>
			<div id="mult3(T, T, T) const">
				<h3>inline BVectorX&lt;T&gt; mult3(T vx, T vy, T vz) const;</h3>
			</div>
			<div id="mult3(const BVectorX<T>&) const">
				<h3>inline BVectorX&lt;T&gt; mult3(const BVectorX&lt;T&gt;&amp; v) const;</h3>
			</div>
			<div id="operator[](int) const">
				<h3>inline const T* operator[](int row) const;</h3>
			</div>
			<div id="operator[](int)">
				<h3>inline T* operator[](int row);</h3>
			</div>
			<div id="operator = (const BVectorX<T>&)">
				<h3>inline const BMatrixX&amp; operator = (const BVectorX&lt;T&gt;&amp; position);</h3>
			</div>
			<div id="operator = (const BQuaterX<T>&)">
				<h3>inline const BMatrixX&amp; operator = (const BQuaterX&lt;T&gt;&amp; quater);</h3>
			</div>
			<div id="operator = (const BMatrixX<UT>&)">
				<h3>inline const BMatrixX&amp; operator = (const BMatrixX&lt;UT&gt;&amp; other);</h3>
			</div>
			<div id="operator = (const BMatrixX&)">
				<h3>inline const BMatrixX&amp; operator = (const BMatrixX&amp; other);</h3>
			</div>
			<div id="operator == (const BMatrixX&) const">
				<h3>inline const bool operator == (const BMatrixX&amp; other) const;</h3>
			</div>
			<div id="operator != (const BMatrixX&) const">
				<h3>inline const bool operator != (const BMatrixX&amp; other) const;</h3>
			</div>
			<div id="operator * (const BVectorX<T>&) const">
				<h3>inline BVectorX&lt;T&gt; operator * (const BVectorX&lt;T&gt;&amp; v) const;</h3>
			</div>
			<div id="operator * (const BMatrixX&) const">
				<h3>inline BMatrixX operator * (const BMatrixX&amp; other) const;</h3>
			</div>
			<div id="operator *= (const BMatrixX&)">
				<h3>inline void operator *= (const BMatrixX&amp; other);</h3>
			</div>
			<div id="operator * (T) const">
				<h3>inline BMatrixX operator * (T k) const;</h3>
			</div>
			<div id="operator *= (T)">
				<h3>inline void operator *= (T k);</h3>
			</div>
			<div id="operator + (const BMatrixX&) const">
				<h3>inline BMatrixX operator + (const BMatrixX&amp; m2) const;</h3>
			</div>
			<div id="operator += (const BMatrixX&)">
				<h3>inline void operator += (const BMatrixX&amp; m);</h3>
			</div>
			<div id="operator - (const BMatrixX&) const">
				<h3>inline BMatrixX operator - (const BMatrixX&amp; m2) const;</h3>
			</div>
			<div id="operator -= (const BMatrixX&)">
				<h3>inline void operator -= (const BMatrixX&amp; m);</h3>
			</div>
		</div>
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